Enke: the idea before was to have users vote servers up/down e.g. like posts on reddit, soylent, etc. Combine those votes via a formula along with a weak weight against ping and/or lag, the server's uptime and/or age, some basic alphanumeric ordering (weighted), and a very very weak weighting against the number of users

asl: at most, I would say that ping and lag would be capped and at worst would be able to have as much effect as, oh, let's say 2 user votes in either direction (e.g. really BAD lag would be equivalent to knocking two votes off of the server's count, at worst)

about a dozen people were standing in a clearing discussing this big cache of money that Jimmy Durante's character just left to them, provided they can actually find it, and how to divvy it up. They're all coming up with all these insane ways to split it up into shares.

RealBadAngel, thanks for that. I was the one bugging Jordach about that. The type of experience I'm trying to create is quite a bit different when compared to MT/MC's default playstyle. I need to redesign a lot of interactions.

One issue I do have with MT, is what I saw with VanessaE's pipe mod, that is, no means to tell an entity to go from point A to point B over a set period of time.. causing some cases where the entity seems to shoot farther then it should, and then is recorrected.

Well, from what I understand, on the server.. the position stays correct the whole time.. but on the client.. it doesn't. It can kinda jump awkwardly.. and for some things that can be alright.. but for others it might create some rather jarring visuals.

I thought of the attachment thing earlier as I wanted to be able to lay items down on tables/stoves/etc.. and was told rotating entities like that might be a problem.. so I was like.. what if I animate it rotated first..

I'm not sure how well the attachment system in MT works.. as I haven't actually had a chance to play with it at all.. but if it works well, then yeah.. you'd need quite a few dummy items models for the different directions/durations/speeds, but it should offer what's needed. I expect there could be some frameskipping if the server is massively desynced from the client..

but the items should still stay in the pipes, just seem to slow/get stuck at points where its waiting on the server.. or skip ahead if the client lags and the server updates before the client finished.

You would have to create a list within the pipe though of what's inside it.. and essentially fake the moving item kind of.. a sort of duration that the item is there.. so you can pass it onto the next one.

Ah. So doing say double slabs with variances for each slab type for my project, on top of doing it for each direction (not sure if facing is separate nodedefs) could get VERY impractical the more materials I add, eh?

Yeah.. I'd have to go through every slab type, create a texture for it being on top and for it being on bottom, for each side, and then run them through combination loops, registering new nodes for each..

mobs are a bad idea, in aspect yes they are a great addition to the game but there is the lag, bad designs(personal idea), and that would make the game no longer aimed to building since angry mobs would take most of your time

There is a lot of nice things though, the LuaJIT compiled client does run quite well (the regular client I've noticed issues with), modding doesn't involve diving into core backend garbage I don't want to care about, and I can actually use normal 3D model animations with entities (and eventually nodes).

Because right now, I can guarantee serious modders are going to see MT as someone's attempt to get free Minecraft and not move here. Especially when they have more flexibility code-wise with MC. I'd be hard pressed to get Azanor to come make MT content, for instance.

<ecutruin> Because right now, I can guarantee serious modders are going to see MT as someone's attempt to get free Minecraft and not move here. Especially when they have more flexibility code-wise with MC. I'd be hard pressed to get Azanor to come make MT content, for instance.

OldCoder, sure.. I get that, OldCoder, but the MC community won't see it that way with how it is right now. Look at the current Youtube videos for MT. They aren't exactly impressive visually when compared to say nearly most MC let's plays.

I'm sure there is also the issue for bringing moddeers here of going from having very few restrictions on what you can code.. to being limited to the Lua API or forking the engine. However, I think for most things.. the current engine does let you do it if you think creatively.

LemonLake, it would definitely be a benefits. Also being able to rotated entities on horizonal would be good, being able to move entities over time, versus just move them (meaning they would be able to be predicted by the client without needing client scripting), there are tons of things MT could use.

I just don't see how a mailing list offers any benefit over a forum.. especially if you have e-mail notification of forum. The issue moreso, I think, is we need more core engine developers period. The ones we have are amazing.. but if we want more features, faster, we need more people skilled enough to make them.. and that's not me. xD

I could do art, and scripting, but I'm not a core engine developer. That's why I plan on starting on content design this weekend to give people some awesome visuals. However, core visuals should change to be more game-like eventually.

I think the core game should also be overhauled eventually (which I understand would take a lot of work and planning, so no time soon) to make it into its own thing. I'm not sure what that thing should be as my ideas are probably too harsh for most people.

Basically, I'm going to try help the community by trying to create some awesome content and get it put in the public eye. It'll take awhile, and I'll probably have difficulties, but here's hoping it works in the end.